BANK • PEŁNY PODGLĄD
elektronika: Haptic technology
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ŹRÓDŁA I DOWODY
6 zapisanych źródełEvidence: 54 • authority: 72
Virtual reality (VR) is a simulated experience that employs 3D head-mounted displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training), research and business (such as virtual meetings). Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, an…
Otwórz źródło ↗Evidence: 43 • authority: 92
Contact, agency, and haptic experience in sport: a conceptual analysis of embodied skill, interpersonal touch, and digital mediation.. Sport is often analyzed through visual, physiological, or cognitive models, yet athletes also act through pressure, flow, friction, rebound, thermal change, bodily guidance, proximity, and vibration. These phenomena are usually examined separately in research on perceptual skill, coaching and safeguarding, disability access, and haptic technology. This conceptual analysis develops the Contact-Agency Framework to compare how body-environment, body-other, and body-technology contact reorganize opportunities to perceive, interpret, calibrate, regulate, contest,…
Otwórz źródło ↗Evidence: 36 • authority: 88
Otwórz źródło ↗Evidence: 21 • authority: 72
Tactile technology is the integration of multi-sensory triggers within physical objects, allowing "real world" interactions with technology. It is similar to haptic technology, as both focus on touch interactions with technology, but whereas haptic is simulated touch, tactile is physical touch. Rather than using a digital interface to interact with the physical world, as augmented reality does, tactile technology involves a physical interaction that triggers a digital response.
Otwórz źródło ↗Evidence: 21 • authority: 72
Deafblindness is the combination of vision and hearing impairment to a degree that the impaired senses cannot fully compensate for one another. It is therefore regarded as a distinct disability rather than simply the coexistence of deafness and blindness. People with deafblindness form a highly heterogeneous population. Individuals may have different degrees and types of residual hearing and vision, and deafblindness may be congenital, acquired during childhood or adulthood, progressive, or associated with ageing. Few people with deafblindness are both completely deaf and completely blind. The effects of deafblindness depend not only on the degree of sensory impairment but also on factors i…
Otwórz źródło ↗Evidence: — • authority: 62
Haptic technology (also kinaesthetic communication or 3D touch) is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to feel virtual objects and events in a computer simulation, to control virtual objects, and to enhance remote control of machines and devices (telerobotics).
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